this post was submitted on 16 Feb 2024
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Not sure if they had the same issue as me, but maybe I loved the game, but the last act had the typical crpg feeling of all the possible storylines condensing into a few. Not a major failure, but it really stuck out to me because of how well the rest of the game handled it. They did a phenomenal job of making me feel free to tackle each previous act however I wanted. The world reacted pretty well, and there were a few points I was actually surprised to see characters react specifically to some weird solution I came up with. At the end it felt like my choices mattered much less, and I was on this track of betray/kill one Big Bad or the other with the only difference being who goes first and what flavor of help comes along.
I think this is an issue all crpgs will have (it's just too much work to have many wildly different endings), but the amount of discussion around BG3 being the new standard for the genre makes the issue stand out. At least for me.
Its because the branching story was an illusion. You think you have the choice of what to do, with all the dialogue options, but ultimately the choice is the games and the closer you get to the end of the game the more apparent it becomes as it hastily funnels you to the finale.